Getting around / removing Monks immunity to disease / poison


Advice


Hey guys

Just wondering if there is a way that you can get around the Monks immunity?

I'm a monk, and I'm somewhat concerned... As a player in my group currently loves unleashing all sorts of diseases and such on... Everything :D

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.At 11th level, a monk gains immunity to poisons of all kinds.

At 11th level, a monk gains immunity to poisons of all kinds.

If there is a way to get around it, is there a way to counter it? :D

Cheers


If the GM says so.

Aside from that, I do not believe anything gets around it.


Yeah that's what I'm worried about...


I'm not sure. If I were a GM trying to give my players a hard time I would simply forget about diseases and try to find a way to get more curses in play.


Monks aren't immune to curses or other such magical effects that can be designed to effectively mimic a disease or poison.


It does have to explicitly be a curse though since magical disease is covered by the immunity.


If you're Baleful Polymorphed into another creature, you lose your immunity for the duration. If the other character has Mythic Augmented Cloud Kill, it bypasses poison immunity. There are probably others, but I have to ask…are you worried about an accident, or is the other player actually trying to kill everyone else in the party?


Sorta trying to kill me, and im looking at a safeguard. We do have a rule that stipulates you can't be evil. He just wiped out a whole town with the black plague (killed 1500 people). He lost his character because of it (pissed off the gods).

But yeah. I really like this character, and there are some rather nasty diseases etc he could give me that wouldnt be classified as evil, but would severely cripple my character and could lead to my characters death.

Can anybody suggest an item or something I can do to safeguard myself?

Im the only one in the group with disease immunity, and will soon have poison immunity as well.

Last time I drank some poisoned ale the group failed to inform me off... I was tripping shit for days, and because I was the healer, the group was screwed. Lol


...I thought you had a rule that you couldn't be evil. But then in the next sentence you say he wiped out 1500 people. I am confused...

Giving you diseases at all, especially deliberately, regardless of WHAT disease he gives you, is not only evilISH at the very least, but a horrifically ****ed up thing to do.


TheBlackPlague wrote:

...I thought you had a rule that you couldn't be evil. But then in the next sentence you say he wiped out 1500 people. I am confused...

Giving you diseases at all, especially deliberately, regardless of WHAT disease he gives you, is not only evilISH at the very least, but a horrifically ****ed up thing to do.

Yeah, no, he wiped out 1500 people (A lot of whom the big boss actually used to help us) but then as retribution his character was killed by a god.

It's not that we can't be evil. We can. But there are severe repercussions if you are. Murder on any scale is a no no. Will get you killed. Inflicting harm at worst, a stern talking to. Typically we're not violent towards each other (we like to muck around a lot, and we're all good friends). Chances are he's going to inflict me with something, and then another member will extort me for money to cure it (I happen to be the richest in the group). lol

And yes. It is... It all started a while ago when one of the group members contracted demonic syphilis. lol

But yeah. I just need to know how to ensure my abilities don't get circumvented...


Disease immunity is (Ex), so it can't ever be taken from you, as far as I know. The immunity to poisons is (Su) for some reason though, so in an anti-magic field, you lose it. I don't think your party members will waste a spell and expensive poison to extort you for money. If they do, they're Evil, and they will get smitten, as you said.


DominusMegadeus wrote:
Disease immunity is (Ex), so it can't ever be taken from you, as far as I know.

Baleful Polymorph can remove all (Ex) and (Su) abilities, as I pointed out above. It's the only effect I can think of at the moment that would work against the OP.

MadE, if you're (in character) friends with someone who intentionally wants to give you a disease, then I'm not sure what to say. Either you change their mind, backstab them first, or they will find a way to burn you. This is why PvP is usually forbidden at gaming tables. You bring in immunity, they're find a way to circumvent it, you'll come up with something to get back at them, and so on. It's escalation that won't end well. So long as you're all still having fun, carry on, but I wouldn't put up with it. The character I cared about would retire from adventuring, to escape these crazy people, and then I'd make a brand new character that I didn't care about.


Sorry, but what does 'Ex' and 'Su' mean?

I'm actually friends in real life with them :D It's a game we get together for fortnight in person. We all have great fun with it... Kinda making jokes at others expense... Not too long ago the same guy trying to get at me was made to fall in love with a dog... And... Lets just say... Was unnatural... lol

I'm not too concerned about the character. Killing random creatures/characters the DM brings in is one thing, but intentionally killing a group member is another...

I wouldn't be surprised if they've got Baleful Polymorph in mind... (We're only level 9 though, can it be used?)

Plus I have a high Fort (15) so I like my chances.

I'd just like to get something that would make my permanent stuff really permanent... :D


Extraordinary and supernatural, the latter meaning the ability is magical, but doesn't have anything to do with spells. Can be blocked by an antimagic field though.

I think there was an item protecting against polymorphs wasnt there?


(Ex) means Extraordinary Ability; (Su) means Supernatural Ability. If you look through the abilities that all the classes get, you'll see those abbreviations a lot. (Sp) is another one, and means Spell-like Ability.

Baleful Polymorph is Druid 5, Magus 5, Sorcerer/Wizard 5, Summoner 4, Witch 5, so they'd need to be Level 9, 13, 10/9, 10, 9, depending on their class. If they're not one of those classes, then you don't need to worry about it unless the GM is in on it. If the GM is in on it, then nothing can save you. :P


Cuuniyevo wrote:

(Ex) means Extraordinary Ability; (Su) means Supernatural Ability. If you look through the abilities that all the classes get, you'll see those abbreviations a lot. (Sp) is another one, and means Spell-like Ability.

Baleful Polymorph is Druid 5, Magus 5, Sorcerer/Wizard 5, Summoner 4, Witch 5, so they'd need to be Level 9, 13, 10/9, 10, 9, depending on their class. If they're not one of those classes, then you don't need to worry about it unless the GM is in on it. If the GM is in on it, then nothing can save you. :P

hahaha. Yeah. Pretty much... He kinda takes turns screwing each of us over etc...

A while ago, he let one of us make a wish... A member wanted to become a full blood werewolf... He got his wish, but it set the rest of us back 3 levels and quite a few sessions of work. We pretty much went back in time with no memory of what had happened...

Some of us lost so much because of that... It's how I ended up becoming a monk, because he gave an option. If it sent us back further than when we entered the game (Level 6, I came in at level 8) we could make a new character. So I ditched my fighter, made a vanaran Monk. I love him. lol


Pathfinder Adventure Path Subscriber
MadE wrote:
Cuuniyevo wrote:

(Ex) means Extraordinary Ability; (Su) means Supernatural Ability. If you look through the abilities that all the classes get, you'll see those abbreviations a lot. (Sp) is another one, and means Spell-like Ability.

Baleful Polymorph is Druid 5, Magus 5, Sorcerer/Wizard 5, Summoner 4, Witch 5, so they'd need to be Level 9, 13, 10/9, 10, 9, depending on their class. If they're not one of those classes, then you don't need to worry about it unless the GM is in on it. If the GM is in on it, then nothing can save you. :P

hahaha. Yeah. Pretty much... He kinda takes turns screwing each of us over etc...

A while ago, he let one of us make a wish... A member wanted to become a full blood werewolf... He got his wish, but it set the rest of us back 3 levels and quite a few sessions of work. We pretty much went back in time with no memory of what had happened...

Some of us lost so much because of that... It's how I ended up becoming a monk, because he gave an option. If it sent us back further than when we entered the game (Level 6, I came in at level 8) we could make a new character. So I ditched my fighter, made a vanaran Monk. I love him. lol

From this description, it sounds like the GM is running a very atypical campaign...I don't think buffing up your character's immunity is going to help any if the GM is going to mess with you anyway.


MadE wrote:

A while ago, he let one of us make a wish... A member wanted to become a full blood werewolf... He got his wish, but it set the rest of us back 3 levels and quite a few sessions of work. We pretty much went back in time with no memory of what had happened...

That sounds like someone who enjoys, not to put it too bluntly, messing with the party. In which case, don't worry, a monk's immunity do disease will NOT stop him making stuff up on the fly (I don't imagine you got a save to not lose those levels?) if he wants to, hmm, have a joke on your expense.

By the rules, the monk's immunity to disease is a pretty hard nut to crack. Even with baleful polymorph you have to fail both the fortitude and the will save to lose your extraordinary abilities, and monks tends to have a pretty darn good will save. All of this matters exactly 0 if the DM decides he has to do it to your character and rules be damned, though.

The Exchange

Critical Poisoning (Su)

If Bokrug confirms a critical hit with his sting, he injects his foe with 3 doses of poison (this increases the save DC by 4). A foe that is normally immune to poison can be affected by Bokrug's poison in this way, but treats the poisoning as if it had been injected with only 1 dose.

http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/great-old- one-bokrug


The Shaman wrote:
MadE wrote:

A while ago, he let one of us make a wish... A member wanted to become a full blood werewolf... He got his wish, but it set the rest of us back 3 levels and quite a few sessions of work. We pretty much went back in time with no memory of what had happened...

That sounds like someone who enjoys, not to put it too bluntly, messing with the party. In which case, don't worry, a monk's immunity do disease will NOT stop him making stuff up on the fly (I don't imagine you got a save to not lose those levels?) if he wants to, hmm, have a joke on your expense.

By the rules, the monk's immunity to disease is a pretty hard nut to crack. Even with baleful polymorph you have to fail both the fortitude and the will save to lose your extraordinary abilities, and monks tends to have a pretty darn good will save. All of this matters exactly 0 if the DM decides he has to do it to your character and rules be damned, though.

Yeah. He really enjoys screwing with us :D

But he does do it within reason. And nope. We didn't get a save (None of us knew about it apart from the member making the wish).

It seems I'm going to need to create a new character anyway. Our session tomorrow is looking to be eventful... lol

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Getting around / removing Monks immunity to disease / poison All Messageboards

Want to post a reply? Sign in.